I've started to create a castle defence style map but unfortunately im now stuck at something..I don't get the desired trigger combi to work..which means that i dont know how to realize this trigger..
Maybe this trigger is easy as hell but i dont know to get it correctly to work.. This kind of question has been asked a hundreds of times? Well, err...sorry..i have searched the whole forum but hadnt any luck....just forgive me then..
(hope the picture leaves no questions open otherwise i surely will give some more Explanations :-)
In one really long trigger, you need to write it so that it makes units at the center of a region, sets a variable to THAT last created group of units, and tells them to attack move to the next region, put in a wait action, for about...20 seconds, and after that put in an If/Then/Else that has an integer comparison that says, "Amount of units in region (your region here) owned by Player 1 Red equal to 0" and add ands for that copying it for all the defending players. Then, add an If action that says, "Pick every unit in unit group and do action Attack-Move to region (next region in the thing) and make about 3 of those (total) If/Then/Else things with wait timers of 20 preceeding them. In the last If/Then/Else, make the Else Actions spawning the next group of units, because it means that the last group is probably dead, or has been fighting for quite a while. I hope you get the drift of this!
and add ands for that copying it for all the defending players.
How do you mean that? ..I'm not very good in english and not much experienced in creating trigger..so, it could help me much more if you put it in like Ramza: Events: ... Conditions: ... Actions: ...
Because I care, and have nothing else to do in the morning but solving people's small problems
Red Zach, I meant the "and" thing for conditions, that makes it so all the conditions have to be true...or something like that... lol I screwed up nvm forget that part just put them all as separate conditions... If it screws up (only one person's units die and they move to next place) then just add the "and"s in
I actually tried to put it in a form like that...
Events/Conditions/Actions but it's a pain to write a trigger like that from scratch, without actually having the units or region names...
RamzaYe i know the problem where units return after they killed a unit and there r no nearby enemies left.
Maybe u should try sumthing like this:
Events: Unit dies Conditions: Owner of killing unit = 'the attack moving units' Actions: Unit - order killing unit to attack move to ...
But that's not the main problem I have.. Here is an Example: I create an area called "spawn One" and do a trigger which spawns 3 taurens every X Sec. Those have to attack-move to another area called "first defense wall" - now here is the part im stuck at the moment: After the mobs have reached this area they stay within the area and stop doing anything.. How do i order them that they will move to the next area called "second defense wall" after arriving at the "first defense wall"? I tried different ways but dont get it proper to work... I think the solution must be simple..but, well..I just dont get it..
If you used my trigger they'll attack move to the next after 20 seconds, you could make the interval less if you wanted to...you're probably using his though. The only problem I have with his is that if any unit in that area dies then they'll move to the next place
In theory the easiest way to do this is just with 1 very short trigger and a lot of pathing blockers
Ok I think I understand your question. All you want is for the taurens to attack-move to "the second defence wall" once they have reached the "first defence wall" right? If so this is all you need...
Event - Unit - A unit enters (First Defence Wall)
Conditions - (Unit-type of (Entering unit)) Equal to Tauren
Actions - If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Owner of (Entering unit)) Equal to Player 1 (Red) Then - Actions Unit - Order (Entering unit) to Attack-Move To (Second Wall Defence)) Else - Actions Do nothing
That will make them attack-move to the "second wall defence" only if they are taurens and if they are owned by Player 1 when they enter the "first wall defence". Hope thats what you wanted.
You could just have the path that you want them to follow be an actual path, with trees or something blocking any way for them to get out of it (pathing blockers for air) and then tell them to attack move right to the last place
I wonder why I didn't mention this method earlier...it's probably the easiest...
Xander's trigger works on my maps. Hey maybe the topic poster should open a working map similar to the one he's making? That (like what Blizzard suggests) helps a lot.
By the way, Xander, I have this rather odd problem, in which if an ALLIED Hero somehow harms a unit (like with a spell that damages area), the unit turns back to its spawning region. It's as if it's mad and just wants to quit. Funny at first, but annoying in the long run. Any idea why?
I think I know why. Units return to the spawn point when they fought and there r no enemies nearby right? so maybe the computer thinks the enemy hurted the unit and if there r no nearby enemys then, the computer thinks the fight is over, so the damaged uinit returns